Love the new vector class! ^^ been doing matrix mathematics however there are some equations that require multiplying a 4x4 transform matrix by a vector4, and I’m ending up needing to do it by hand.
Not a big deal but would be neat to have that option!
I’ll update the documentation a bit, but internally the vectors and position classes behave as they should when being matrix multiplied. The W coordinate will be 0 for vectors and 1 for positions. If you multiply a position by a projection matrix, the position class will automatically do the W divide to make the coordinates homogeneous again.
I did this since setting the W to the wrong value (1 for a vector for example) is a common error I see in GL code, so I wanted to make things a little more wrapped and automatic for the users.